====== AE2 Mechanics: Bytes and Types ====== ^ Author | Applied Energistics Team | ^ Category | Storage & Automation | Storage Cells in AE2 are limited by both **bytes** and **types**. **Bytes** measure how much total "stuff" can be stored. **Types** measure how many unique items can be tracked. Example: A 4k cell has 4,096 bytes but only 63 item types. Lots of enchanted or damaged items eat type slots quickly. ---- ===== How Bytes and Types Work ===== * **Bytes** – Just like in a real computer, bytes are the raw storage capacity of a cell. Each item is stored as **1 bit**, so **8 items = 1 byte**. A full stack of 64 = **8 bytes**. * Fluids follow the same logic: **8 buckets = 1 byte**. * Identical items, even unstackable ones like saddles, don’t take extra space. * **Types** – Each unique item stored (including NBT data such as damage or enchantments) counts as one type. * 4,096 cobblestone = 1 type. * 16 enchanted swords, all different, = 16 types. Each type uses a small upfront byte cost (varies by cell size). Because of this, a cell holding 1 type can store about **double** the amount compared to a cell filled with all 63 types. ---- ===== Why Types Exist ===== * Too many types = too much NBT data on the storage item. This can lag players or even cause "book banning" style crashes if data is too large. * More types = more load on the system’s sorting and item handling. * Prevents dumping thousands of damaged tools/armor from mob farms directly into ME storage. * **Recommendation:** Filter out random junk before it reaches your network. Types aren’t as restrictive as they look: * 1 ME Drive full of cells = **630 types total**. * This is usually plenty unless you insist on hoarding unique unstackables. ---- ===== Strategy ===== * Don’t rush only top-tier storage. Higher tiers give **more bytes** but **no extra types**. * Lower tier cells stay useful even late game due to type balancing. * Mix cell sizes depending on what you’re storing. ---- ===== Storage Cell Comparison ===== ^ Cell | Bytes | Types | Bytes per Type | Certus | Redstone | Gold | Glowstone | | 1k ME Item Storage Cell | 1,024 | 63 | 8 | 4 | 5 | 1 | 0 | | 4k ME Item Storage Cell | 4,096 | 63 | 32 | 14.25 | 20 | 3 | 0 | | 16k ME Item Storage Cell | 16,384 | 63 | 128 | 45 | 61 | 9 | 4 | | 64k ME Item Storage Cell | 65,536 | 63 | 512 | 137.25| 184 | 27 | 16 | | 256k ME Item Storage Cell | 262,144 | 63 | 2048 | 414 | 553 | 81 | 48 | ---- ===== Storage Capacity With Varying Type Count ===== ^ Cell | Capacity (1 Type) | Capacity (63 Types) | | 1k ME Item Storage Cell | 8,128 | 4,160 | | 4k ME Item Storage Cell | 32,512 | 16,640 | | 16k ME Item Storage Cell | 130,048 | 66,560 | | 64k ME Item Storage Cell | 520,192 | 266,240 | | 256k ME Item Storage Cell | 2,080,768 | 1,064,960 | ---- ===== Visual Examples ===== * **A Cell With 1 Type** – Far more total capacity. * **A Cell With 63 Types** – Much less overall space.